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General clarification on work content, Cleaning up Word Cruft, and examples shouldn't rely on other examples for context.


* ''VideoGame/GarrysMod'' has Spy's Customizable Weaponry similar to the ''VideoGame/{{Crysis}}'' example above, sights can be added along with front attachments such as an M203, and various ammo types such as [[KillItWithFire incendiary]]. The base pack uses stock weapons from ''VideoGame/CounterStrike: Source'' though you can download Extra Customizable Weaponry to add even more weapons such as [[{{RevolversAreJustBetter}} revolvers]] and [[{{ShotgunsAreJustBetter}} shotguns]] (and yes, you can put an ACOG x4 on one of them like the ''Crysis'' example). It also averts many tropes such as ShortRangeShotgun and ConcealmentEqualsCover.

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* ''VideoGame/GarrysMod'' has Spy's Customizable Weaponry similar to the ''VideoGame/{{Crysis}}'' example above, sights can be added along with front attachments such as an M203, Weaponry, covering several types of accessories like scopes and grenade launchers, and various ammo types such as [[KillItWithFire incendiary]]. The base pack uses stock weapons from ''VideoGame/CounterStrike: Source'' Source'', though you can download Extra Customizable Weaponry to add even more weapons such as [[{{RevolversAreJustBetter}} revolvers]] {{revolvers|AreJustBetter}} and [[{{ShotgunsAreJustBetter}} shotguns]] (and {{shotguns|AreJustBetter}}... and yes, you can put an ACOG x4 on one of them like the ''Crysis'' example). It also averts many tropes such as ShortRangeShotgun and ConcealmentEqualsCover.a scattergun.
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** It only gets better with mods such as [[https://www.youtube.com/watch?v=Vcrv-l47pQo modulAR,]] where you can make an entire functional weapon by mixing and matching separate base components (receiver, grips, stock, sights, and more). The only downside is that the engine treats the resulting weapon as a mishmash of different attachments rather than one single monolithic entity like the vanilla weapons, so it's ''very'' demanding and can make even a decent rig drop frames.

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** It only gets better with mods such as [[https://www.youtube.com/watch?v=Vcrv-l47pQo modulAR,]] where you can make an entire functional weapon by mixing and matching separate base components (receiver, grips, stock, sights, and more). The only downside is that the engine treats the resulting weapon as a mishmash of different attachments rather than one single monolithic entity like the vanilla weapons, so it's ''very'' demanding resource-demanding and can make even a decent rig drop frames.
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* ''VideoGame/RogueTrooper'' has a variety of accessories and upgrades for Rogue's assault rifle as the game goes on. By default, it comes equipped with a sniper scope, which has its own separate ammo pool. Later upgrades include a shotgun, a mortar launcher, a laser, a "sammie" launcher (which fires surface to air missiles), and the ability to deploy as a sentry gun thanks to Gunnar's biochip being installed.
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* ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode. [[RuleOfCool As an added treat]], you can indeed attach [[ShockAndAwe tasers]] to your [[CoolGuns ACR]]. Or you can throw practicality out the window and make something entirely worthless like [[http://i.imgur.com/Q3Q0D9g.jpg the tactical blunderbuss]].

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* ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode. [[RuleOfCool As an added treat]], you can indeed attach [[ShockAndAwe tasers]] to your [[CoolGuns ACR]].ACR. Or you can throw practicality out the window and make something entirely worthless like [[http://i.imgur.com/Q3Q0D9g.jpg the tactical blunderbuss]].
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* ''VideoGame/PAYDAY3'' retains the extensive customisation system, expanding on the cosmetic customisation by letting heisters colour individual sections of each gun. Unlike ''PAYDAY 2'', all accessories can be acquired without paying up by levelling up a particular gun and unlocking them by spending cash or [[FictionalCurrency C-Stacks]].
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* ''VideoGame/GrandTheftAutoV'' and its online mode now feature modifiable weapons. Most offer a better grip (marginal range improvement), larger magazines, scopes, flashlights, and/or suppressors. [[BlingBlingBang As well as paint jobs, for those who insist on having a pink M249]].

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* ''VideoGame/GrandTheftAutoV'' and its online mode now feature modifiable weapons. Most offer a better grip (marginal range improvement), larger magazines, scopes, flashlights, and/or suppressors. [[BlingBlingBang As well as paint jobs, for those who insist on having a pink M249]].
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Natter. The OICW's impracticality


** It also features the OICW, with [[TruthInTelevision its characteristic]] [[SomeDexterityRequired absurdly complex system requiring four different and dedicated "Weapon Special" button inputs for using the computerized scope]] that [[AwesomeButImpractical made it practically unusable]] in RealLife. You'd be hard-pressed to find someone who goes through the painstaking lengths to employ the grenade launcher alt-mode outside of the tutorial; some players even drop the damn thing in favor of carrying space for more practical guns in harder difficulty settings [[LimitedLoadout more strict on how much gear you can carry]].

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** It also features the OICW, with [[TruthInTelevision its characteristic]] [[SomeDexterityRequired absurdly complex system requiring four different and dedicated "Weapon Special" button inputs for using the computerized scope]] that [[AwesomeButImpractical made makes it practically unusable]] excessively fiddly]] in-game, [[TruthInTelevision just like it did in RealLife. You'd be hard-pressed to find someone who goes through the painstaking lengths to employ the grenade launcher alt-mode outside of the tutorial; some players even drop the damn thing in favor of carrying space for more practical guns in harder difficulty settings [[LimitedLoadout more strict on how much gear you can carry]].real life]].

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* ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode.
** [[RuleOfCool As an added treat]], you can indeed attach [[ShockAndAwe tasers]] to your [[CoolGuns ACR]].
** Or you can throw practicality out the window and make something entirely worthless like [[http://i.imgur.com/Q3Q0D9g.jpg the tactical blunderbuss]].

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* ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode.
**
mode. [[RuleOfCool As an added treat]], you can indeed attach [[ShockAndAwe tasers]] to your [[CoolGuns ACR]].
**
ACR]]. Or you can throw practicality out the window and make something entirely worthless like [[http://i.imgur.com/Q3Q0D9g.jpg the tactical blunderbuss]].
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** ''VideoGame/CallOfDutyModernWarfare2019'' takes this trope to its absolute maximum with the "Gunsmith" weapon customization system. Every gun in the game excluding melee weapons and rocket launchers can equip five attachments by default, and players are given an incredibly massive selection of attachments to choose from. To balance this out, each attachment has its own drawbacks (for example, a heavier barrel will increase accuracy but impair mobility), making it necessary for players to carefully outfit their own weapons in order to fit their own fighting style.

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** ''VideoGame/CallOfDutyModernWarfare2019'' takes this trope to its absolute maximum with the "Gunsmith" weapon customization system. Every gun in the game excluding melee weapons and rocket launchers can equip five attachments by default, and players are given an incredibly massive selection of attachments to choose from. To balance this out, each attachment has its own drawbacks (for example, a heavier barrel will increase accuracy but impair mobility), making it necessary for players to carefully outfit their own weapons in order to fit their own fighting style. ''VideoGame/CallOfDutyVanguard'' pushes it even further beyond with its version of Gunsmith allowing for ''ten'' attachments at once - that is, customizing something on every single slot your weapon has.

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* ''VideoGame/ResonanceOfFate'' takes weapon-attachments up to eleven. Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...

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* ''VideoGame/ResonanceOfFate'' takes weapon-attachments up to eleven. Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...battle.



* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' features a similar system, with the ability to customize the optics and mounted parts of a number of the ridiculous assortment of weapons.
** ''VideoGame/MetalGearSolid3SnakeEater'' only had silencers as optional parts, but did feature a scene where a young Revolver Ocelot fitted his Single Action Army revolver with a stock. While riding a motorbike, no less. The End's sniper rifle was also modified; a Mosin-Nagant with a metal side-folding stock and pistol grip firing [[AbnormalAmmo tranquilizer bullets]]. And of course there's Snake's custom M1911, which he happily burbles about the enhancements to for several minutes.

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* ''VideoGame/MetalGearSolid4GunsOfThePatriots'' features a similar system, with ''VideoGame/MetalGear'':
** Every game starting from [[VideoGame/MetalGear1
the ability to customize original]] has featured suppressors, though in the optics and mounted parts of first two games just having one in your inventory automatically silences all your guns. ''VideoGame/MetalGearSolid'' switched to having a number of suppressor as an actual attachment for the ridiculous assortment of weapons.
SOCOM pistol.
** ''VideoGame/MetalGearSolid3SnakeEater'' ''VideoGame/MetalGearSolid3SnakeEater'', for the player, only had silencers has suppressors as optional parts, but did feature parts which can be removed and attached at will and wear out with use. It also features a scene where a young Revolver Ocelot fitted his Single Action Army revolver with a stock. While riding a motorbike, no less. The End's sniper rifle was is also modified; a Mosin-Nagant with a metal side-folding stock and pistol grip firing [[AbnormalAmmo tranquilizer bullets]]. And of course there's Snake's custom M1911, which he happily burbles about the enhancements to for several minutes.minutes.
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' features a much more extensive gun customization system, able to put on upwards of five attachments depending on the gun: suppressors on the muzzle, sights on the top rail, flashlights on the right rail, {{laser|Sight}}s on the left, and your choice of a foregrip, a GrenadeLauncher, or underbarrel shotgun on the bottom rail.

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* In ''VideoGame/BioShock1'', you can find "Power to the People" stations which give one of your guns a single upgrade. Examples include more damage, larger magazines, faster rate of fire, reduced recoil, better range, no damage from your own shots (for the grenade launcher), random [[ElementalPowers elemental]] effects (particularly in ''VideoGame/{{Bioshock 2}}'') and ricocheting shots.

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* In ''VideoGame/BioShock1'', you can find "Power to the People" stations which give one of your guns a single upgrade. Examples include more damage, larger magazines, faster rate of fire, reduced recoil, better range, no damage from your own shots (for the grenade launcher), random [[ElementalPowers elemental]] effects (particularly in ''VideoGame/{{Bioshock 2}}'') ''VideoGame/BioShock2'') and ricocheting shots.



* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'' features a laundry list of accessories including various scopes and reflex sights, underbarrel grenade launchers and shotguns, and a rather more farfetched portable heartbeat sensor. In multiplayer there's even a special perk to let you take two add-ons instead of one.
** ''Modern Warfare 2'' also features several prominent problems with the guns shown. The TAR-21, for example, is built and deployed with an integral red dot sight that runs off a power source built into the gun; there are ironsights, but they're backups meant for use if the red dot fails for whatever reason. Taking the Red Dot Sight attachment with the TAR-21 will give you the weapon's proper real-life dot sight system rather than the generic dot sight most other weapons in the game get.
** The original ''Modern Warfare'' prominently features the M4 SOPMOD, mostly used during the SAS mission. SOPMOD is, in fact, a [[http://en.wikipedia.org/wiki/SOPMOD weapon customization kit]] (SOPMOD stands for Special Operations Peculiar [=MODification=] kit) that includes, among other things, a red dot sight, an ACOG scope, an M203 grenade launcher, a suppressor, a laser aiming module, a foregrip, and all kinds of other fun stuff.
** ''World at War'' allowed the player to use rifle grenades with the M1 Garand and the bolt-action rifles; the process shown is actually incorrect, however, since contemporary rifle grenades required the rifle itself to be unloaded and reloaded with special grenade blank rounds.

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* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 2'' features a laundry list of accessories including various scopes and reflex sights, underbarrel grenade launchers and shotguns, and a rather more farfetched portable heartbeat sensor. In multiplayer there's even a special perk ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDutyWorldAtWar'' allows the player
to let you take two add-ons instead of one.
** ''Modern Warfare 2'' also features several prominent problems
use rifle grenades with the guns shown. The TAR-21, for example, is built M1 Garand and deployed the bolt-action rifles; the process shown is actually incorrect, however, since contemporary rifle grenades required the rifle itself to be unloaded and reloaded with an integral red dot sight that runs off a power source built into the gun; there are ironsights, but they're backups meant for use if the red dot fails for whatever reason. Taking the Red Dot Sight attachment with the TAR-21 will give you the weapon's proper real-life dot sight system rather than the generic dot sight most other weapons in the game get.
special grenade blank rounds.
** The original ''Modern Warfare'' ''VideoGame/CallOfDuty4ModernWarfare'' prominently features the M4 SOPMOD, mostly used during the SAS mission. SOPMOD is, in fact, a [[http://en.wikipedia.org/wiki/SOPMOD weapon customization kit]] (SOPMOD stands for Special Operations Peculiar [=MODification=] kit) that includes, among other things, a red dot sight, an ACOG scope, an M203 grenade launcher, a suppressor, a laser aiming module, a foregrip, and all kinds of other fun stuff.
** ''World at War'' allowed the player ''VideoGame/CallOfDutyModernWarfare2'' features a laundry list of accessories including various scopes and reflex sights, underbarrel grenade launchers and shotguns, and a rather more farfetched portable heartbeat sensor. In multiplayer there's even a special perk to use rifle grenades let you take two add-ons instead of one. The game also features several prominent problems with the M1 Garand guns shown. The TAR-21, for example, is built and the bolt-action rifles; the process shown is actually incorrect, however, since contemporary rifle grenades required the rifle itself to be unloaded and reloaded deployed with special grenade blank rounds.an integral red dot sight that runs off a power source built into the gun; there are ironsights, but they're backups meant for use if the red dot fails for whatever reason. Taking the Red Dot Sight attachment with the TAR-21 will give you the weapon's proper real-life dot sight system rather than the generic dot sight most other weapons in the game get.



** ''Modern Warfare 3'' adds the Hybrid Sight and HAMR Scope, which are both essentially a combination of a red dot sight and ACOG scope. Special mention goes to the version attached to the RSASS in the "Eye of the Storm" mission, which, like the page image, is a sniper scope with a reflex sight attached to it.
** ''VideoGame/CallOfDutyBlackOpsII'', dear God, ''Black Ops 2''. You don't even need to use a perk to add two attachments to your primary. There's even a wildcard that lets you add ''three'' attachments. This game loves the customization so much, in fact, that you can even select and customize your weapons ''in singleplayer''.
*** ''Black Ops 2'' also features the hybrid scope, a reflex sight on top of an ACOG scope. Yes, just like the page image. Not to mention plenty of other futuristic attachments, like a "millimeter scanner" that detects enemies through nearby walls, and a "target finder" that actively highlights enemies for you as you aim. Plenty of the returning attachments are also expanded in what they can be attached to -- foregrips can go on assault rifles in addition to the [=SMGs=] and [=LMGs=] from before, said [=LMGs=] can take the variable zoom scope formerly exclusive to sniper rifles, etc.
** ''Ghosts'' went a step further by introducing '''integrated attachments'''. Most of these were integrated optics or grips but a handful had the integrated ''silencer'', which in ''Ghosts'' was extremely powerful due to these weapons not having the same penalties as their non-suppressed counterparts.
** ''Advanced Warfare'' did a similar thing with their weapon variants. Some had better stats, others had integrated attachments. Both Ghosts and AW freed up Create-A-Class points using integrated attachments.
** If you thought adding three attachments to a single gun was insane, then ''Black Ops 3'' must be overkill. Now you are allowed to have an optic and two other attachments on your gun ''as standard''. If you use the 'Primary Gunfighter' wildcard, you gain an additional attachment to take it up to 4 in total. There are three levels of Primary Gunfighter. If you really wanted to (and there is a camo challenge for it) you can run around with a gun that has an optic and '''''five attachments''''' and no other things in your class; no grenades, no secondary, no perks, just the uber customized firearm and your wits.
** ''VideoGame/CallOfDutyModernWarfare2019''takes this trope to its absolute maximum with the "Gunsmith" weapon customization system. Every gun in the game exluding melee weapons and rocket launchers can equip five attachments by default, and players are given an incredibly massive selection of attachments to choose from. To balance this out, each attachment has it's own drawbacks (for example, a heavier barrel will increase accuracy but impair mobility), making it necessary for players to carefully outfit their own weapons in order to fit their own fighting style.
* ''VideoGame/{{Battlefield}}''

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** ''Modern Warfare 3'' ''VideoGame/CallOfDutyModernWarfare3'' adds the Hybrid Sight and HAMR Scope, which are both essentially a combination of a red dot sight and ACOG scope. Special mention goes to the version attached to the RSASS in the "Eye of the Storm" mission, which, like the page image, is a sniper scope with a reflex sight attached to it.
** ''VideoGame/CallOfDutyBlackOpsII'', dear God, ''Black Ops 2''.II''. You don't even need to use a perk to add two attachments to your primary. There's even a wildcard that lets you add ''three'' attachments. This game loves the customization so much, in fact, that you can even select and customize your weapons ''in singleplayer''.
*** ''Black Ops 2'' II'' also features the hybrid scope, a reflex sight on top of an ACOG scope. Yes, just like the page image. Not to mention plenty of other futuristic attachments, like a "millimeter scanner" that detects enemies through nearby walls, and a "target finder" that actively highlights enemies for you as you aim. Plenty of the returning attachments are also expanded in what they can be attached to -- foregrips can go on assault rifles in addition to the [=SMGs=] and [=LMGs=] from before, said [=LMGs=] can take the variable zoom scope formerly exclusive to sniper rifles, etc.
** ''Ghosts'' went ''VideoGame/CallOfDutyGhosts'' goes a step further by introducing '''integrated attachments'''. Most of these were are integrated optics or grips grips, but a handful had have the integrated ''silencer'', which in ''Ghosts'' was is extremely powerful due to these weapons not having the same penalties as their non-suppressed counterparts.
** ''Advanced Warfare'' did ''VideoGame/CallOfDutyAdvancedWarfare'' does a similar thing with their weapon variants. Some had have better stats, others had have integrated attachments. Both Ghosts ''Ghosts'' and AW freed ''AW'' free up Create-A-Class points using integrated attachments.
** If you thought adding three attachments to a single gun was insane, then ''Black Ops 3'' ''VideoGame/CallOfDutyBlackOpsIII'' must be overkill. Now you are allowed to have an optic and two other attachments on your gun ''as standard''. If you use the 'Primary Gunfighter' wildcard, you gain an additional attachment to take it up to 4 in total. There are three levels of Primary Gunfighter. If you really wanted to (and there is a camo challenge for it) you can run around with a gun that has an optic and '''''five attachments''''' and no other things in your class; no grenades, no secondary, no perks, just the uber customized firearm and your wits.
** ''VideoGame/CallOfDutyModernWarfare2019''takes ''VideoGame/CallOfDutyModernWarfare2019'' takes this trope to its absolute maximum with the "Gunsmith" weapon customization system. Every gun in the game exluding excluding melee weapons and rocket launchers can equip five attachments by default, and players are given an incredibly massive selection of attachments to choose from. To balance this out, each attachment has it's its own drawbacks (for example, a heavier barrel will increase accuracy but impair mobility), making it necessary for players to carefully outfit their own weapons in order to fit their own fighting style.
* ''VideoGame/{{Battlefield}}''''VideoGame/{{Battlefield}}'':



* ''Franchise/ResidentEvil''

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* ''Franchise/ResidentEvil'' ''Franchise/ResidentEvil'':



** In addition, almost all the weapons in both ''4'' and ''5'' feature a LaserSight to provide a third-person aiming point for the player without using a crosshair; the Hydra in ''5'' adds its laser module simply by [[DuctTapeForEverything duct taping]] it to the underside of the barrels. Also, in ''5'', the sniper rifles tote one that's invisible to the player using the gun, but allow the other one to see where their buddy is aiming at.
* The original ''VideoGame/{{Killzone}}'' had secondary fire modes for the weapons; the ISA rifle had an underbarrel grenade launcher, the Helghast rifle an underbarrel shotgun, and so on. These were removed in the sequel, though the ISA rifle gets a usable [=EOTech=] reflex sight instead.

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** In addition, almost all the weapons in both ''4'' and ''5'' ''[[VideoGame/ResidentEvil5 5]]'' feature a LaserSight to provide a third-person aiming point for the player without using a crosshair; the Hydra in ''5'' adds its laser module simply by [[DuctTapeForEverything duct taping]] duct-taping]] it to the underside of the barrels. Also, in ''5'', the sniper rifles tote one that's invisible to the player using the gun, but allow the other one to see where their buddy is aiming at.
* The original ''VideoGame/{{Killzone}}'' had has secondary fire modes for the weapons; the ISA rifle had has an underbarrel grenade launcher, the Helghast rifle an underbarrel shotgun, and so on. These were are removed in the sequel, though the ISA rifle gets a usable [=EOTech=] reflex sight instead.



* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' series has a few tacticool fictional guns, including a full-auto Heckler & Koch [=SL8=] with M14-style sights and a comparatively tiny 45-round C-Mag, and a submachine gun with a purely cosmetic flashlight (nobody uses it, not even the PlayerCharacter) on the front grip, which is modeled specifically to hold said light. But the crowning glory is ''FEAR 2's'' Seegert [=AC416=] pistol: in the standard ''VideoGame/{{Black}}'' tradition, it has a big accessory rail mount covering the whole front of the gun, with top, side and lower mount points. What's on it, you ask? A second set of iron sights and nothing else.
* ''VideoGame/FalloutNewVegas'' introduces weapon attachments like scopes or extended magazines, although ''VideoGame/{{Fallout 2}}'' had a simpler version of the game mechanic. The Gun Runners Arsenal DLC introduces special versions of certain weapons with even more accessories.
* ''VideoGame/{{Fallout 4}}'' takes this trope and runs with it, allowing characters to extensively mod their weapons for more damage, more accuracy, more range, and the like. There's even a perk dedicated to creating gun mods, which is appropriately called "GunNut".
* ''VideoGame/{{Borderlands}}'' features a modular system that is used to procedurally create weapons. There are ''millions'' of possible combinations, though with the exception of a few unique guns they're mostly cases of improvements, but then their idea of more does include rounds that cause enemies to be [[ShockAndAwe electrocuted]], [[ManOnFire burn]], be melted by acid or just outright [[StuffBlowingUp explode]].
** In [[VideoGame/Borderlands2 the sequel]], Dahl sniper rifle scopes, just like the page image, have a reflex scope attached on top. Much like common sense would indicate, it's useless.
** Guns in ''2'' and ''The Pre-Sequel'' can have components that are actually called "accessories". These include bayonets, laser sights, and even additional barrels, and are recognisable -- sometimes -- by applying a prefix (a Torgue "Bad Touch" weapon probably has a bayonet, for example).
* ''Franchise/MassEffect''
** ''VideoGame/MassEffect1'' has a VERY extensive weapon-modding system. All weapons are modular and collapsible for easier transport. Additionally, all but one can accommodate one or two "mods": small packages that contain stuff like extra heatsinks, stronger accelerator rails, stronger scopes for sniper rifles, etc. Even bullets have mods like polonium rounds (poisons target and stops regeneration), [[KillItWithFire incendiary rounds]], [[OneHitKill EXPLOSIVE rounds]]... Mods can be installed and removed in no time (literally, since the game is paused on the inventory screen), even during battle. The right amount of mods and upgrades on guns will make them seem like entirely different weapons. For example, take a Volkov sniper rifle, and put two Scram Rail X mods on it along with an Explosive Rounds X mod. It now overheats after every shot, giving it a very slow firing rate, but it can take out multiple enemies with one hit, and does enormous damage to boss-class enemies, making it more like a rocket launcher than a sniper rifle. Similarly, mounting an Inferno Rounds X mod along with a few heatsink upgrades on a Thunder assault rifle will give it huge damage and capacity, but also somewhat punishing recoil- much like a [[MoreDakka light machine gun]].
** ''VideoGame/MassEffect3'' re-adds gun accessories. The mod system is not quite as complex as ''VideoGame/MassEffect1'''s, but a hell of a lot more convenient, since you don't have to keep track of hundreds of individual accessories (after you find the accessory once, you're given unlimited copies for all guns of that class). Mods are now assorted by strength from levels I-V rather than I-X now. Things like scopes, bayonets, and piercing mods can be put on the guns in addition to ''VideoGame/MassEffect1'' style upgrades the give a flat upgrade to damage or capacity, and you can still equip your guns with various types of specialized ammo. Multiplayer adds another layer to the mod system by allowing you to apply four mods to your guns (two accessories, a specialized ammo type, and a one-use upgrade that enhances damage, decreases recoil, or increases only headshot damage) rather than three.
* ''VideoGame/MedalOfHonor: Airborne'' features an experience system where unlocks in the form of weapon modifications are earned by using the weapon in question; these include such addons as scopes, bayonets and extended magazines.

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* The ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' ''VideoGame/FirstEncounterAssaultRecon'' series has a few tacticool fictional guns, including a full-auto Heckler & Koch [=SL8=] with M14-style sights and a comparatively tiny 45-round C-Mag, and a submachine gun with a purely cosmetic flashlight (nobody uses it, not even the PlayerCharacter) on the front grip, which is modeled specifically to hold said light. But the crowning glory is ''FEAR 2's'' Seegert [=AC416=] pistol: in the standard ''VideoGame/{{Black}}'' tradition, it has a big accessory rail mount covering the whole front of the gun, with top, side and lower mount points. What's on it, you ask? A second set of iron sights and nothing else.
* ''VideoGame/{{Fallout}}'':
**
''VideoGame/FalloutNewVegas'' introduces weapon attachments like scopes or extended magazines, although ''VideoGame/{{Fallout 2}}'' ''VideoGame/Fallout2'' had a simpler version of the game mechanic. The Gun Runners Arsenal DLC introduces special versions of certain weapons with even more accessories.
* ''VideoGame/{{Fallout 4}}'' ** ''VideoGame/Fallout4'' takes this trope and runs with it, allowing characters to extensively mod their weapons for more damage, more accuracy, more range, and the like. There's even a perk dedicated to creating gun mods, which is appropriately called "GunNut".
* ''VideoGame/{{Borderlands}}'' ''VideoGame/{{Borderlands}}'':
** The first ''VideoGame/Borderlands1''
features a modular system that is used to procedurally create weapons. There are ''millions'' of possible combinations, though with the exception of a few unique guns they're mostly cases of improvements, but then their idea of more does include rounds that cause enemies to be [[ShockAndAwe electrocuted]], [[ManOnFire burn]], be melted by acid or just outright [[StuffBlowingUp explode]].
** In [[VideoGame/Borderlands2 the sequel]], ''VideoGame/Borderlands2'', Dahl sniper rifle scopes, just like the page image, have a reflex scope attached on top. Much like common sense would indicate, it's useless.
** Guns in ''2'' and ''The Pre-Sequel'' ''[[VideoGame/BorderlandsThePreSequel The Pre-Sequel!]]'' can have components that are actually called "accessories". These include bayonets, laser sights, and even additional barrels, and are recognisable recognizable -- sometimes -- by applying a prefix (a Torgue "Bad Touch" weapon probably has a bayonet, for example).
* ''Franchise/MassEffect''
''Franchise/MassEffect'':
** The first ''VideoGame/MassEffect1'' has a VERY ''very'' extensive weapon-modding system. All weapons are modular and collapsible for easier transport. Additionally, all but one can accommodate one or two "mods": small packages that contain stuff like extra heatsinks, stronger accelerator rails, stronger scopes for sniper rifles, etc. Even bullets have mods like polonium rounds (poisons target and stops regeneration), [[KillItWithFire incendiary rounds]], [[OneHitKill EXPLOSIVE rounds]]... Mods can be installed and removed in no time (literally, since the game is paused on the inventory screen), even during battle. The right amount of mods and upgrades on guns will make them seem like entirely different weapons. For example, take a Volkov sniper rifle, and put two Scram Rail X mods on it along with an Explosive Rounds X mod. It now overheats after every shot, giving it a very slow firing rate, but it can take out multiple enemies with one hit, and does enormous damage to boss-class enemies, making it more like a rocket launcher than a sniper rifle. Similarly, mounting an Inferno Rounds X mod along with a few heatsink upgrades on a Thunder assault rifle will give it huge damage and capacity, but also somewhat punishing recoil- much like a [[MoreDakka light machine gun]].
** ''VideoGame/MassEffect3'' re-adds gun accessories. The mod system is not quite as complex as ''VideoGame/MassEffect1'''s, but a hell of a lot more convenient, since you don't have to keep track of hundreds of individual accessories (after you find the accessory once, you're given unlimited copies for all guns of that class). Mods are now assorted by strength from levels I-V rather than I-X now. Things like scopes, bayonets, and piercing mods can be put on the guns in addition to ''VideoGame/MassEffect1'' style ''VideoGame/MassEffect1''-style upgrades the give a flat upgrade to damage or capacity, and you can still equip your guns with various types of specialized ammo. Multiplayer adds another layer to the mod system by allowing you to apply four mods to your guns (two accessories, a specialized ammo type, and a one-use upgrade that enhances damage, decreases recoil, or increases only headshot damage) rather than three.
* ''VideoGame/MedalOfHonor: Airborne'' ''VideoGame/MedalOfHonorAirborne'' features an experience system where unlocks in the form of weapon modifications are earned by using the weapon in question; these include such addons as scopes, bayonets and extended magazines.



** One thing that's NOT listed above: Kobra reflex sight that can only be mounted on Russian side rails and fits on Russian assault rifles in game. Also, caliber/length changing barrels, such as AR-15 upper receivers for FN 5.7mm rounds, and EBR stocks for M14 rifles are categorized as "accessories."
** More modern firearms with Picatinny rails can accept a wider variety of accessories compared to older [=WW2=]/Vietnam War era guns. The EBR stock does exactly that to the M14.

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** One thing that's NOT ''not'' listed above: Kobra reflex sight that can only be mounted on Russian side rails and fits on Russian assault rifles in game. Also, caliber/length changing barrels, such as AR-15 upper receivers for FN 5.7mm rounds, and EBR stocks for M14 rifles are categorized as "accessories."
** More modern firearms with Picatinny rails can accept a wider variety of accessories compared to older [=WW2=]/Vietnam WWII/Vietnam War era guns. The EBR stock does exactly that to the M14.



* For a post apocalyptic ScavengerWorld series, the ''VideoGame/{{Metro 2033}}'' series sure takes the trope and runs with it. For example, just the revolver can actually be modified with a scope, extended barrel, stock and silencer, effectively giving you a silenced sniper rifle ''as your sidearm''. The sequel, ''VideoGame/MetroLastLight'', takes it one step further by adding a wide gamut of scopes, sights, stocks and barrel extensions to almost every gun in the game, and giving you the option to customize your piece however you like at the shops (for a price, of course); the [[UpdatedReRelease Redux]] version of ''2033'' also features that system. ''VideoGame/MetroExodus'' continues the tradition and allows you to swap upgrades on the fly, though it has a drawback: the more doodads you have on your gun, the more chemicals you will spend when you [[BreakableWeapons clean it]][[note]]you can swap your weapons around at the Aurora's workbench, but it won't clean any of the upgrades[[/note]].
* ''Phantom Forces'' features 5 customisation catogaries for its weapons: Optics, Barrel, Underbarrel, Other, and Ammo
** There are almost ''fifty'' different optics (and more to come) for its already huge weapon pool, including but not limited to the Comp AimPoint, the Z-Point, the Kobra RDS, 5 different ACOG variants, both the PK-A and the PKA-S, the ''M16 familiy's carry handle'', the AUG's Swarovski Scope (yes, that extends to having a Swarovski Scope on ''top'' of the in game AUG's built in Swarovski Scope, and the ability to switch between those two and the backup irons on top of the top most Swarovski Scope in game), most of other weapons' iron sights, various WW2 optics, the G36 family's built in scope (specifically, the Hensoldt Scope), a [[JokeItem physical sight composed of an OK sign and Thumbs Up emoji, two different sights with cardboard cutouts of anime girls beside them, an actual cardboard cutout of a scope,]] and others.
** There are multiple muzzle mods including ''6'' unique suppressors (one of them being improvised) + 2 avaliable for specific weapons, and several barrel mods for applicable weapons, like the CTAR Barrel for the TAR-21 and extended Deagle barrels.
** For Underbarrel, there's the [[Videogame/{{Battlefield4}} Stubby Grip, Folding Grip, Vertical Grip, Angled Grip]], a pistol grip, a [[UnusualWeaponMounting Chainsaw Grip]], and red/green/blue/[[Videogame/{{Battlefield4}} tri]] lasers, as well as a Flashlight.
** In Others, there's additional spots for lasers, meaning you can have up to ''7'' (2 Tri lasers and the MARS sight, which has an integral laser) lasers on a gun, as well as another Flashlight, various different stocks and magazine options if your weapon is applicable, canted sights, and ''an iPhone 7 that somehow calculates bullet drop for you'' (complete with the color of the case changing with the weapon skin).

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* For a post apocalyptic post-apocalyptic ScavengerWorld series, the ''VideoGame/{{Metro 2033}}'' ''VideoGame/Metro2033'' series sure takes the trope and runs with it. For example, just the revolver can actually be modified with a scope, extended barrel, stock and silencer, effectively giving you a silenced sniper rifle ''as your sidearm''. The sequel, ''VideoGame/MetroLastLight'', takes it one step further by adding a wide gamut of scopes, sights, stocks and barrel extensions to almost every gun in the game, and giving you the option to customize your piece however you like at the shops (for a price, of course); the [[UpdatedReRelease Redux]] version of ''2033'' also features that system. ''VideoGame/MetroExodus'' continues the tradition and allows you to swap upgrades on the fly, though it has a drawback: the more doodads you have on your gun, the more chemicals you will spend when you [[BreakableWeapons clean it]][[note]]you can swap your weapons around at the Aurora's workbench, but it won't clean any of the upgrades[[/note]].
* ''Phantom Forces'' ''VideoGame/PhantomForces'' features 5 customisation catogaries five customization categories for its weapons: Optics, Barrel, Underbarrel, Other, and Ammo
Ammo.
** There are almost ''fifty'' different optics (and more to come) for its already huge weapon pool, including but not limited to the Comp AimPoint, [=AimPoint=], the Z-Point, the Kobra RDS, 5 different ACOG variants, both the PK-A and the PKA-S, the ''M16 familiy's carry handle'', the AUG's Swarovski Scope (yes, that extends to having a Swarovski Scope on ''top'' of the in game AUG's built in Swarovski Scope, and the ability to switch between those two and the backup irons on top of the top most Swarovski Scope in game), most of other weapons' iron sights, various WW2 WWII optics, the G36 family's built in scope (specifically, the Hensoldt Scope), a [[JokeItem physical sight composed of an OK sign and Thumbs Up emoji, two different sights with cardboard cutouts of anime girls beside them, an actual cardboard cutout of a scope,]] and others.
** There are multiple muzzle mods including ''6'' ''six'' unique suppressors (one of them being improvised) + 2 avaliable improvised), plus two available for specific weapons, and several barrel mods for applicable weapons, like the CTAR Barrel for the TAR-21 and extended Deagle barrels.
** For Underbarrel, there's the [[Videogame/{{Battlefield4}} [[VideoGame/Battlefield4 Stubby Grip, Folding Grip, Vertical Grip, Angled Grip]], a pistol grip, a [[UnusualWeaponMounting Chainsaw Grip]], and red/green/blue/[[Videogame/{{Battlefield4}} tri]] lasers, as well as a Flashlight.
** In Others, there's additional spots for lasers, meaning you can have up to ''7'' (2 ''seven'' (two Tri lasers and the MARS sight, which has an integral laser) lasers on a gun, as well as another Flashlight, various different stocks and magazine options if your weapon is applicable, canted sights, and ''an iPhone 7 that somehow calculates bullet drop for you'' (complete with the color of the case changing with the weapon skin).



** With all these customisation along with the game's huge array of weapons, it's possible to create extremely unusual weapons with ridiculous attachments. You could have a Mosin Nagant, a weapon from ''World War 1'', and have an iPhone taped to the side, with the AUG's Swarovski Scope on top, a chainsaw grip on the bottom, and an oil can suppressor for the muzzle. Oh, and also remove the stock, because why not?

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** With all these customisation customizations along with the game's huge array of weapons, it's possible to create extremely unusual weapons with ridiculous attachments. You could have a Mosin Nagant, a weapon from ''World War 1'', I'', and have an iPhone taped to the side, with the AUG's Swarovski Scope on top, a chainsaw grip on the bottom, and an oil can suppressor for the muzzle. Oh, and also remove the stock, because why not?



* ''VideoGame/SplinterCell: Chaos Theory'' gave you several choices of underslung secondary weapon to attach to your standard silenced rifle (collectively dubbed the "Modular Assault Weapon System): the "stealth" option, as in previous games, launches your choice of less-than-lethal projectiles, sticky cameras and distraction devices. Alternatively you can go for the less subtle approach -- the "Assault" options are a shotgun attachment and a high-powered SniperRifle attachment.

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* ''VideoGame/SplinterCell: Chaos Theory'' gave ''VideoGame/SplinterCellChaosTheory'' gives you several choices of underslung secondary weapon to attach to your standard silenced rifle (collectively dubbed the "Modular Assault Weapon System): the "stealth" option, as in previous games, launches your choice of less-than-lethal projectiles, sticky cameras and distraction devices. Alternatively you can go for the less subtle approach -- the "Assault" options are a shotgun attachment and a high-powered SniperRifle attachment.


* ''VideoGame/{{Borderlands}}'' features a modular system that is used to procedurally create weapons. There are ''millions'' of possible combinations, though with the exception of a few [[RareGuns unique guns]] they're mostly cases of improvements, but then their idea of more does include rounds that cause enemies to be [[ShockAndAwe electrocuted]], [[ManOnFire burn]], be melted by acid or just outright [[StuffBlowingUp explode]].

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* ''VideoGame/{{Borderlands}}'' features a modular system that is used to procedurally create weapons. There are ''millions'' of possible combinations, though with the exception of a few [[RareGuns unique guns]] guns they're mostly cases of improvements, but then their idea of more does include rounds that cause enemies to be [[ShockAndAwe electrocuted]], [[ManOnFire burn]], be melted by acid or just outright [[StuffBlowingUp explode]].
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* ''VideoGame/SCPSecretLaboratory'' features a fair number of attachments for the guns in-game, including suppressors, laser sights, flashlights, and ammo counters. A gun's attachments can be edited in-game at a Workbench.
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* ''VideoGame/GhostRecon: Future Soldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode.

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* ''VideoGame/GhostRecon: Future Soldier'' ''VideoGame/GhostReconFutureSoldier'' takes this to a ridiculous new degree; muzzle mounts, barrel lengths, optics and scopes, side rail mounts like [=LAMs=] and heartbeat sensors, underslung mounts like grenade launchers and foregrips or even bipods, stocks, trigger types, gas systems, magazines and ammunition, and colors can all be modified as you see fit with the Gunsmith feature. Using it with Kinect even makes you feel like you're Tony Stark to a degree with the motion-based control system used with the mode.

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* ''VideoGame/ParasiteEve2'' had an unusually comprehensive system of Weapon Attachments... some of them were pure boosters, like a bigger magazine for your P08, but other weapons - most notably the Assault Rifle - had a huge selection of possible attachments. You could mount an underslung GrenadeLauncher, sure - but you could also mount an underslung [[FireBreathingWeapon Flamethrower]], or an underslung [[StaticStunGun High-Voltage Taser]], or an underslung [[EnergyWeapon Laser]]... which was not, I might add, for targeting.
* ''VideoGame/ResonanceOfFate'' took weapon-attachments up to eleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...

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* ''VideoGame/ParasiteEve2'' had has an unusually comprehensive system of Weapon Attachments... some Attachments. Some of them were are pure boosters, like a bigger magazine for your P08, but other weapons - -- most notably the Assault Rifle - had -- have a huge selection of possible attachments. You could can mount an underslung GrenadeLauncher, sure - -- but you could also mount an underslung [[FireBreathingWeapon Flamethrower]], flamethrower]], or an underslung [[StaticStunGun High-Voltage Taser]], high-voltage taser]], or an underslung [[EnergyWeapon Laser]]... which was not, I might add, for targeting.
laser]].
* ''VideoGame/ResonanceOfFate'' took takes weapon-attachments up to eleven - eleven. Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...



*** ''Black Ops'' also has a nice fix for submachine guns being used without stocks like they are in ''Modern Warfare 2'' - most guns in that category already have a foregrip attached, so adding the Grip attachment typically makes your character unfold the stock instead.

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*** ''Black Ops'' also has a nice fix for submachine guns being used without stocks like they are in ''Modern Warfare 2'' - -- most guns in that category already have a foregrip attached, so adding the Grip attachment typically makes your character unfold the stock instead.



*** ''Black Ops 2'' also features the hybrid scope, a reflex sight on top of an ACOG scope. Yes, just like the page image. Not to mention plenty of other futuristic attachments, like a "millimeter scanner" that detects enemies through nearby walls, and a "target finder" that actively highlights enemies for you as you aim. Plenty of the returning attachments are also expanded in what they can be attached to - foregrips can go on assault rifles in addition to the [=SMGs=] and [=LMGs=] from before, said [=LMGs=] can take the variable zoom scope formerly exclusive to sniper rifles, etc.

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*** ''Black Ops 2'' also features the hybrid scope, a reflex sight on top of an ACOG scope. Yes, just like the page image. Not to mention plenty of other futuristic attachments, like a "millimeter scanner" that detects enemies through nearby walls, and a "target finder" that actively highlights enemies for you as you aim. Plenty of the returning attachments are also expanded in what they can be attached to - -- foregrips can go on assault rifles in addition to the [=SMGs=] and [=LMGs=] from before, said [=LMGs=] can take the variable zoom scope formerly exclusive to sniper rifles, etc.



** ''VideoGame/BattlefieldBadCompany 2'' generally has two variants of each weapon in singleplayer; generally it's either the ammunition or the sight that differs. The assault rifles mount underbarrel grenade launchers, too. In Multiplayer you can customize weapons by yourself. Mostly just red dot and ACOG sights, but also cool gadgets like a scope that automatically marks spotted enemies on the minimap (you normally do this yourself - or, on Hardcore, can't) or buckshot rounds for underbarrel grenade launchers.

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** ''VideoGame/BattlefieldBadCompany 2'' generally has two variants of each weapon in singleplayer; generally it's either the ammunition or the sight that differs. The assault rifles mount underbarrel grenade launchers, too. In Multiplayer you can customize weapons by yourself. Mostly just red dot and ACOG sights, but also cool gadgets like a scope that automatically marks spotted enemies on the minimap (you normally do this yourself - -- or, on Hardcore, can't) or buckshot rounds for underbarrel grenade launchers.



** ''VideoGame/WolfensteinTheNewOrder'' generally does this for its unlockable SecondaryFire modes for most of the weapons. Starts out relatively mundane, finding a suppressor for the pistol that makes it fire semi-auto rather than three-round bursts, then the other guns get progressively crazier, such as a second magazine for the shotgun that lets it fire a different type of shell, a rotary-drum rocket launcher under the assault rifle, and ending with folding the scope of the AR Marksman aside to let it fire ''lasers'' for some reason. The epitome of this, however, is the Laserkraftwerk, an already-bulky laser gun/cutting tool that you can upgrade by finding pickups across several of the levels, almost all of which add something to the gun - shoving a scope on the side that lets it fire multiple beams at once when aiming, replacing the generator with one that lets it recharge to full on its own, placing an attachment over the front end to let the beam reflect off of surfaces to hit enemies around corners... It's worth noting that with these upgrades, the Laserkraftwerk goes from a gimmicky tool to ''the'' {{BFG}} of the game, able to kill even an Übersoldat in a single shot if you're lucky (albeit at the cost of almost all its charge).

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** ''VideoGame/WolfensteinTheNewOrder'' generally does this for its unlockable SecondaryFire modes for most of the weapons. Starts out relatively mundane, finding a suppressor for the pistol that makes it fire semi-auto rather than three-round bursts, then the other guns get progressively crazier, such as a second magazine for the shotgun that lets it fire a different type of shell, a rotary-drum rocket launcher under the assault rifle, and ending with folding the scope of the AR Marksman aside to let it fire ''lasers'' for some reason. The epitome of this, however, is the Laserkraftwerk, an already-bulky laser gun/cutting tool that you can upgrade by finding pickups across several of the levels, almost all of which add something to the gun - -- shoving a scope on the side that lets it fire multiple beams at once when aiming, replacing the generator with one that lets it recharge to full on its own, placing an attachment over the front end to let the beam reflect off of surfaces to hit enemies around corners... It's worth noting that with these upgrades, the Laserkraftwerk goes from a gimmicky tool to ''the'' {{BFG}} of the game, able to kill even an Übersoldat in a single shot if you're lucky (albeit at the cost of almost all its charge).



** Guns in ''2'' and the Pre-Sequel can have components that are actually called "accessories". These include bayonets, laser sights, and even additional barrels, and are recognisable - sometimes - by applying a prefix (a Torgue "Bad Touch" weapon probably has a bayonet, for example).

to:

** Guns in ''2'' and the Pre-Sequel ''The Pre-Sequel'' can have components that are actually called "accessories". These include bayonets, laser sights, and even additional barrels, and are recognisable - -- sometimes - -- by applying a prefix (a Torgue "Bad Touch" weapon probably has a bayonet, for example).



* While ''[[Videogame/{{Syndicate}} Syndicate 2012]]'' does not have customization in single player, it is not lacking in tacti-cool weapon attachments. Several guns mount multiple sights, at odd angles - one of the assault rifles has the semi-automatic mode using an ACOG style scope, with the full-auto mode using a red-dot sight mounted at a 45 degree angle in front of the ACOG; your character [[GangstaStyle holds the gun sideways]] when using it.

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* While ''[[Videogame/{{Syndicate}} Syndicate 2012]]'' ''Videogame/{{Syndicate}} 2012'' does not have customization in single player, it is not lacking in tacti-cool weapon attachments. Several guns mount multiple sights, at odd angles - -- one of the assault rifles has the semi-automatic mode using an ACOG style scope, with the full-auto mode using a red-dot sight mounted at a 45 degree angle in front of the ACOG; your character [[GangstaStyle holds the gun sideways]] when using it.



* ''VideoGame/HotDogsHorseshoesAndHandGrenades'' is a [[Main/VirtualRealityIndex virtual reality]] game, so all accessories physically attach like {{Toys/Lego}}. Picatinny rail attachments in particular work with no restrictions like base weapon type or rail position; the only meaningful limitation is the accessory's physical size. As a result, it's possible to not only put an "underbarrel" GrenadeLauncher [[DepartmentOfRedundancyDepartment on the MGL-140 grenade launcher]], but to do so onto all five of the MGL's rails (one launcher on each of the four rails by the MGL's muzzle, and another on its ''optics rail''), almost doubling its firepower. Adapters can add rails to non-railed weapons, and even the [[ChainsawGood chainsaw]] has a rail. And if you don't like rails all over the place, you can cover them up with rail covers.

to:

* ''VideoGame/HotDogsHorseshoesAndHandGrenades'' ''VideoGame/HotDogsHorseshoesAndHandGrenades''
** The game
is a [[Main/VirtualRealityIndex virtual reality]] game, firearm simulator, so all it has a whole gamut of accessories and they all physically attach like {{Toys/Lego}}. Picatinny rail attachments in particular work with no restrictions like base weapon type or rail position; the only meaningful limitation is the accessory's physical size. As a result, it's possible to not only put an "underbarrel" GrenadeLauncher [[DepartmentOfRedundancyDepartment on the MGL-140 grenade launcher]], but to do so onto all five of the MGL's rails (one launcher on each of the four rails by the MGL's muzzle, and another on its ''optics rail''), almost doubling its firepower. Adapters can add rails to non-railed weapons, and even the [[ChainsawGood chainsaw]] has a rail. And if you don't like rails all over the place, you can cover them up with rail covers.
** It only gets better with mods such as [[https://www.youtube.com/watch?v=Vcrv-l47pQo modulAR,]] where you can make an entire functional weapon by mixing and matching separate base components (receiver, grips, stock, sights, and more). The only downside is that the engine treats the resulting weapon as a mishmash of different attachments rather than one single monolithic entity like the vanilla weapons, so it's ''very'' demanding and can make even a decent rig drop frames.
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Up To Eleven is being dewicked.


* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...

to:

* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven up to eleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' realized that...



** ''VideoGame/CallOfDutyBlackOpsII'', dear God, ''Black Ops 2''. You don't even need to use a perk to add two attachments to your primary. There's even a wildcard that lets you add ''[[UpToEleven three]]'' attachments. This game loves the customization so much, in fact, that you can even select and customize your weapons ''in singleplayer''.

to:

** ''VideoGame/CallOfDutyBlackOpsII'', dear God, ''Black Ops 2''. You don't even need to use a perk to add two attachments to your primary. There's even a wildcard that lets you add ''[[UpToEleven three]]'' ''three'' attachments. This game loves the customization so much, in fact, that you can even select and customize your weapons ''in singleplayer''.



* ''VideoGame/EscapeFromTarkov'' has firearms that can be customized to truly impressive levels. Beyond the typical selection of electronic sights and optics, firearms can be customized with various stocks, grips, magazines, silencers, muzzle brakes, flashlights, underbarrel launchers, [[UpToEleven receivers, shotgun chokes, charging handles, gas tubes,]] [[ArsonMurderAndJaywalking and different types of ammunition]].

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* ''VideoGame/EscapeFromTarkov'' has firearms that can be customized to truly impressive levels. Beyond the typical selection of electronic sights and optics, firearms can be customized with various stocks, grips, magazines, silencers, muzzle brakes, flashlights, underbarrel launchers, [[UpToEleven receivers, shotgun chokes, charging handles, gas tubes,]] tubes, [[ArsonMurderAndJaywalking and different types of ammunition]].

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1) Examples shouldn't reference other examples. 2) Weblinks Are Not Examples. 3) Repair Dont Respond/Example Indentation.


* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' (see below) realized that...

to:

* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle... until a completely different game called ''Escape from Tarkov'' (see below) realized that...



* ''VideoGame/EscapeFromTarkov'' has firearms that can be customized to truly impressive levels. Beyond the typical selection of electronic sights and optics, firearms can be customized with various stocks, grips, magazines, silencers, muzzle brakes, flashlights, underbarrel launchers, [[UpToEleven receivers, shotgun chokes, charging handles, gas tubes,]] [[ArsonMurderAndJaywalking and different types of ammunition.]]
** And then the "impressive levels" goes beyond to "insane leves" with [[https://www.youtube.com/watch?v=COfIobKKu4g this]] kind of possibility.

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* ''VideoGame/EscapeFromTarkov'' has firearms that can be customized to truly impressive levels. Beyond the typical selection of electronic sights and optics, firearms can be customized with various stocks, grips, magazines, silencers, muzzle brakes, flashlights, underbarrel launchers, [[UpToEleven receivers, shotgun chokes, charging handles, gas tubes,]] [[ArsonMurderAndJaywalking and different types of ammunition.]]
** And then the "impressive levels" goes beyond to "insane leves" with [[https://www.youtube.com/watch?v=COfIobKKu4g this]] kind of possibility.
ammunition]].

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* Dante's guns [[ICallItVera Ebony and Ivory]] in ''VideoGame/DevilMayCry'' are heavily customized Colt M1911 pistols with massive top-ported compensators, wood grips, customised slides with side exterior ejectors, and extended magazines with slam pads. The "Spiral" rifle in the third game is a customized Lahti L-39 anti-tank rifle with a shortened barrel, overhead grip and added wooden handguard instead of the usual ski-equipped bipod.

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* ''VideoGame/DevilMayCry'':
**
Dante's guns [[ICallItVera Ebony and Ivory]] in ''VideoGame/DevilMayCry'' are heavily customized Colt M1911 pistols with massive top-ported compensators, wood grips, customised slides with side exterior ejectors, and extended magazines with slam pads. pads.
**
The "Spiral" rifle in the third game ''VideoGame/DevilMayCry3DantesAwakening'' is a customized Lahti L-39 anti-tank rifle with a shortened barrel, overhead grip and added wooden handguard instead of the usual ski-equipped bipod.
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** And then the "impressive" goes beyond to "insane" with [[https://www.youtube.com/watch?v=COfIobKKu4g this]].

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** And then the "impressive" "impressive levels" goes beyond to "insane" "insane leves" with [[https://www.youtube.com/watch?v=COfIobKKu4g this]].this]] kind of possibility.

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* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle.

to:

* ''VideoGame/ResonanceOfFate'' took weapon-attachments UpToEleven - Not only can you mount all your weapons with bigger magazines, various scopes and barrel-extensions, but higher-level extensions have, themselves, ports for FURTHER extensions. Towards the end of the game, you'll find yourself wielding an Escher-ish handgun with 8-9 scopes stacked on top of one another, 12 barrels pointing in various directions, 2-3 handles for added stability, and a magazine longer than the gun itself. Assuming you don't go whole-hog with a huge Drum Magazine, but that cuts down on the number of handles and barrels you can attach. Thankfully the attachments [[InformedEquipment don't affect the in-game models]], which have a single stock appearance, so you won't have the misfortune of looking upon your self-created abomination in battle.battle... until a completely different game called ''Escape from Tarkov'' (see below) realized that...


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** And then the "impressive" goes beyond to "insane" with [[https://www.youtube.com/watch?v=COfIobKKu4g this]].
Is there an issue? Send a MessageReason:
The game was recently modified.


* ''VideoGame/{{Contagion}}'' has a good number of gun calibers, most of which have one gun that has a mounted tactical light, and one that doesn't. The ones with lights are ''always'' better except for [[PlayerVersusPlayer PvP]], as the pocket light is a worse alternative that takes up an inventory slot and doesn't always point in the direction you want it to while you aim; [[WhoForgotTheLights with the game being as dark as it is]], a reliable light source is essential, at least in the longer objective-based Escape mode.

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* ''VideoGame/{{Contagion}}'' has a good number of gun calibers, most attachments that you can swap around between guns, ranging for the near-universally compatible InfiniteFlashlight to sets of which Picatinny rails for mounting holographic sights and suppressors. Certain guns don't accept certain attachments (for example, the shotguns can't take a suppressor) and others have one gun that has a mounted tactical light, them integrated (i.e. the AR-15 and one that doesn't. The ones SCAR both have rails for sights). Unequipping an attachment drops it on the ground, so you can also share them with lights are ''always'' better except for [[PlayerVersusPlayer PvP]], as the pocket light is a worse alternative that takes up an inventory slot and doesn't always point in the direction you want it to while you aim; [[WhoForgotTheLights with the game being as dark as it is]], a reliable light source is essential, at least in the longer objective-based Escape mode.teammates.
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* ''VideoGame/HotDogsHorseshoesAndHandGrenades'' is a [[Main/VirtualRealityIndex virtual reality]] game, so all accessories physically attach like {{Toys/Lego}}. Picatinny rail attachments in particular work with no restrictions like base weapon type or rail position; the only meaningful limitation is the accessory's physical size. As a result, it's possible to not only put an "underbarrel" GrenadeLauncher [[DepartmentOfRedundancyDepartment on the MGL-140 grenade launcher]], but to do so onto all five of the MGL's rails (one launcher on each of the four rails by the MGL's muzzle, and another on its ''optics rail''), almost doubling its firepower. Adapters can add rails to non-railed weapons, and even the [[ChainsawGood chainsaw]] has a rail. And if you don't like rails all over the place, you can cover them up with rail covers.
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** In addition to that, every single standard issue[[note]]so not including unique weapons like the Chosen's guns and the Bolt Caster from ''Alien Hunters''[[/note]] two-handed firearm XCOM fields has a tactical light attached, even the {{sniper rifle}}s and the [[ChainsawGripBFG cannons]]. When a mission takes place in nighttime, underground or in Lost city ruins, they see clear use, though [[DevelopersForesight your troops will keep the light off while concealed]]. [[https://steamcommunity.com/sharedfiles/filedetails/?id=1131572938 One mod]] gives ADVENT rifles the same effect.

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** In addition to that, every single standard issue[[note]]so not including unique weapons like the Chosen's guns and the Bolt Caster from ''Alien Hunters''[[/note]] two-handed firearm XCOM fields has a tactical light attached, even the {{sniper rifle}}s and the [[ChainsawGripBFG cannons]]. When a mission takes place in nighttime, underground or in Lost city ruins, they see clear use, though [[DevelopersForesight your troops will keep the light off while concealed]]. [[https://steamcommunity.com/sharedfiles/filedetails/?id=1131572938 One mod]] gives ADVENT rifles the same effect.effect during gameplay, as they're shown [[CutscenePowerToTheMax during cutscenes]] to have lights on their rifles.
Is there an issue? Send a MessageReason:
Chained sinkhole fix.


** As an added treat, you can indeed attach [[ShockAndAwe tasers]] [[RuleOfCool to your]] [[CoolGuns ACR]].

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** [[RuleOfCool As an added treat, treat]], you can indeed attach [[ShockAndAwe tasers]] [[RuleOfCool to your]] your [[CoolGuns ACR]].
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** As an added treat, you can indeed attach [[ShockAndAwe tasers]] [[CrazyAwesome to your]] [[CoolGuns ACR]].

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** As an added treat, you can indeed attach [[ShockAndAwe tasers]] [[CrazyAwesome [[RuleOfCool to your]] [[CoolGuns ACR]].

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